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[Freeciv-Dev] [Fwd: Re: Wishlist: Stockpile gold (PR#401)]
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[Freeciv-Dev] [Fwd: Re: Wishlist: Stockpile gold (PR#401)]

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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] [Fwd: Re: Wishlist: Stockpile gold (PR#401)]
From: Luke Reeves <luke949@xxxxxxxxxxxx>
Date: Wed, 21 Jun 2000 18:51:31 -0400

Forwarded message is relevent to the discussion.

-- 

    Luke Reeves, Neurotech
    luke949@xxxxxxxxxxxx
    http://www.submail.net/
    http://www.neuro-tech.net/
--- Begin Message ---
To: Luke Reeves <luke949@xxxxxxxxxxxx>
Subject: Re: [Freeciv-Dev] Re: Wishlist: Stockpile gold (PR#401)
From: Cameron Morland <cjmorlan@xxxxxxxxxxxx>
Date: Wed, 21 Jun 2000 17:37:08 -0500 (EST)
Reply-to: Cameron Morland <cjmorland@xxxxxxxxxxxx>
On Wed, 21 Jun 2000, Luke Reeves wrote:

> Tomasz Wegrzanowski wrote:
> > Loose of 50% !!! of gold would make everyone use unconvenient methods
> > of build-and-sell. It's much better to simply change Capitalization's
> > requirement to Trade/Currency/None, at least in freeciv mode.
> 
> Okay, 50% is a bit much.  Does anyone think it would unbalance the game
> to allow Capitalization from the beginning?

It costs me 40 shields to build a barracks, and I get 40 gold by selling
it. This means that no technology is required to (effectively) have
Capitalization; all that is required is patience. (In a game with a short
turn time limit it can be a problem.) Capitalization is effectively
allowed from the beginning.

I used to do this with city walls in payciv all the time.

+----------------------------------------------------------
| PGP http://www.eng.uwaterloo.ca/student/cjmorlan/pgp.txt
| cjmorland@xxxxxxxxxxxx
|
| In terms of the risk of serious poisoning effects, of the build-up of
| physical dependence, and of the release of dangerous impulses during
| periods of intoxication, alcohol is probably more undesirable than
| marijuana.
+----------------------------------------------------------



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